Using biometrics to alter game content

ABSTRACT

An online gaming system for adjusting game content presented to users in an online game. The system may adjust content based on mood profiles determined for the individual users. The system may comprise one or more processors configured to execute computer program modules. The system may include a game module configured to execute an instance of an online game and to implement the instance of the online game to facilitate participation of users in the online game. The system may include a biometrics module configured to obtain biometric characteristic information from user client computing platforms. The system may include a mood module configured to determine mood profiles for the users based on the biometric characteristic information. The system may include a content adjustment module configured to identify and effectuation presentation of content in the online game based on the mood profiles.

FIELD OF THE DISCLOSURE

This disclosure relates to using user biometric characteristicinformation to adjust game content presented to the users within andonline game.

BACKGROUND

Users may access virtual environments via client computing platforms.Virtual environments may include online games. A user's emotional state(e.g., mood) may affect the user's gameplay experience in the onlinegame.

Biometric characteristic information may be information about the userswhich may correlate with an emotional state of the user. Biometriccharacteristic information may refer to physiological and/or behavioralcharacteristics of an individual. Biometric characteristic informationmay include information such as the positioning and/or orientation of auser's facial features, an amount of perspiration, pulse rate, bloodoxygen saturation, and/or other information. Biometric scanningcomponents and/or devices may be employed to obtain biometriccharacteristic information and/or other information about users.

SUMMARY

One aspect of the disclosure relates to an online gaming systemconfigured to adjust content presented to users participating in anonline game via client computing platforms. The system may be configuredsuch that biometric characteristic information about the users may beobtained at the client computing platforms for consideration whenidentifying content to present to the users. The system may comprise oneor more processors configured to execute computer program modules. Thecomputer program modules may comprise a game module, a biometricsmodule, a mood module, a content adjustment module, and/or othermodules.

The game module may be configured to execute an instance of an onlinegame, and to implement the instance of the online game to facilitateparticipation of users in the online game via client computingplatforms. The users may include a first user participating in theonline game via a first client computing platform.

The biometrics module may be configured to obtain biometriccharacteristic information from the user client computing platforms.Such biometric characteristic information may include first biometriccharacteristic information for the first user obtained from the firstclient computing platform.

The mood module may be configured to determine, from the biometriccharacteristic information obtained by the biometrics module, moodprofiles for the users. For example, responsive to obtaining the firstbiometric characteristic information, the mood module may determine afirst mood profile for the first user.

The content adjustment module may be configured to identify game contentof the online game to be presented to the users based on the user moodprofiles and effectuate presentation of the identified game content ofthe online game for the appropriate users of the online game. Suchidentifications may include identifying a first set of game contentbased on the first mood profile for the first user. Presentation of thefirst set of game content to the first user may be effectuated.

Another aspect of the disclosure relates to a method for dynamicallyadjusting game content in an online game. The method may be implementedin a computer system that includes one or more physical processors andstorage media storing machine-readable instructions. The method maycomprise the operations of: effectuating an instance of an online game,and implementing the instance of the online game to facilitateparticipation of users in the online game via client computingplatforms, the users including a first user participating in the onlinegame via a first client computing platform; obtaining biometriccharacteristic information from the user client computing platforms,such biometric characteristic information including first biometriccharacteristic information for the first user obtained from the firstclient computing platform; determining, from the biometriccharacteristic information, mood profiles for the users such that,responsive to obtaining the first biometric characteristic information,determining a first mood profile for the first user; identifying gamecontent of the online game to be presented to the users based on theuser mood profiles, including identifying a first set of game contentbased on the first mood profile for the first user; effectuatingpresentation of the identified game content of the online game for theappropriate users of the online game such that presentation of the firstset of game content to the first user is effectuated; and/or otheroperations.

These and other features, and characteristics of the present technology,as well as the methods of operation and functions of the relatedelements of structure and the combination of parts and economies ofmanufacture, will become more apparent upon consideration of thefollowing description and the appended claims with reference to theaccompanying drawings, all of which form a part of this specification,wherein like reference numerals designate corresponding parts in thevarious figures. It is to be expressly understood, however, that thedrawings are for the purpose of illustration and description only andare not intended as a definition of the limits of the invention. As usedin the specification and in the claims, the singular form of “a”, “an”,and “the” include plural referents unless the context clearly dictatesotherwise.

BRIEF DESCRIPTION OF THE DRAWINGS

FIG. 1 illustrates a system configured to obtain biometriccharacteristic information from user client computing platforms toadjust game content presented to users of an online game.

FIG. 2 illustrates a particular embodiment of the system illustrated inFIG. 1.

FIG. 3 illustrates a method for using biometric characteristicinformation about users to adjust content of an online game.

DETAILED DESCRIPTION

FIG. 1 illustrates a system 10 configured to obtain biometriccharacteristic information about users participating in a virtualenvironment, and adjust content presented to the individual users in thevirtual environment. The virtual environment may include, for example,an online game. Virtual environment content may include, for example,game content. The users may participate in the virtual environment viaclient computing platforms 28. Briefly, biometric characteristicinformation may be obtained from the client computing platforms 28 andused to determine mood profiles of the users during user participationin the online game. Mood profiles may characterize the transientemotional state of the users during participating in the online game.Mood profiles are described in more detail herein. Through adetermination of the emotional state of the user, game content may beidentified and selectively presented to the users in accordance with theuser's emotional state to enhance the user's gameplay experience in theonline game.

Client computing platforms 28 may include one or more of a computingdevice, laptop, desktop, smart phone, smart TV, tablet, gaming console,and/or other device suitable for the intended purposes of the inventiondescribed herein. Client computing platforms 28 may be devices which arecapable of network communications. Client computing platforms 28 may beInternet capable devices.

The client computing platforms 28 may employ biometrics scanningcomponents suitable for obtaining biometric characteristic informationabout the users at the client computing platforms 28. One or moresuitable biometrics scanning components may be engaged and/or otherwiseintegrated to the client computing platforms 28 as an OEM device, and/ormay communicate with the client computing platforms 28 as peripheraldevices. Biometrics scanning components may include one or more of acamera, retinal scanner, pulse oximeter, fingerprint scanner, moisturesensor, gyroscope, accelerometer, compass, global positioning system(GPS), assisted GPS (AGPS), and/or other suitable components configuredto carry out the intended features of the invention described herein. Itis to be noted that reference to client computing platforms 28 mayencompass reference to one or both of client computing platforms 28having biometrics scanning components being integrally engaged theretoand/or having biometrics scanning components employed as peripheraldevices.

Biometric characteristic information may be information used todetermine mood profiles for the individual users. Biometriccharacteristic information may include one or more of facial featureinformation, retina information, blood oxygen saturation information,pulse rate information, perspiration information, and/or otherinformation about the users which is obtained from the client computingplatforms 28. Biometric characteristic information may be obtained byone or more of the biometrics scanning components described above,and/or by other techniques.

Facial feature information may include information relating to one ormore of the positioning and/or orientation of the features of the usersface. Positioning and/or orientation of facial feature may consider oneor more of the eyebrows, nose, mouth, eyes, ears, cheeks, and/or otherfeature(s). In some embodiments, the client computing platforms 28 mayinclude a camera and/or similar component. Obtaining biometriccharacteristic information may comprise obtaining a facial scan of theuser via an image and/or images captured by the camera and/or similarcomponent. The facial scan and/or images may provide the facial featureinformation about the user.

Retina information may include one or more the size of the retinal bloodvessels and/or other information. The size of the retinal blood vesselmay relate to the blood supply through the vessel. Briefly, howeverdescribed in more detail herein, the blood supply through the bloodvessel may correlate with the emotional state of the user. In someembodiments, the client computing platforms 28 may include a retinalscanner and/or similar component. Obtaining biometric characteristicinformation may comprise obtaining a retinal scan of the user via a scanperformed by the retinal scanner and/or similar component. The retinalscan may provide the retina information about the user.

Blood oxygen saturation information may include one or more ameasurement of the oxygen saturation in the user's blood and/or otherinformation. Briefly, however described in more detail herein, bloodoxygen saturation may correlate with an emotional state of the user. Insome embodiments, the client computing platforms 28 may include a pulseoximeter and/or similar component. Obtaining biometric characteristicinformation may comprise obtaining a blood oxygen saturation measurementvia monitoring performed by the pulse oximeter and/or similar componentemployed by the users at the client computing platforms 28. The bloodoxygen saturation measurement may provide the blood oxygen saturationinformation about the user.

Pulse rate information may include one or more a rate measurement of theusers pulse and/or other information. Briefly, however described in moredetail herein, the users pulse rate may correlate with an emotionalstate of the user. In some embodiments, the client computing platforms28 may include a pulse oximeter and/or similar component. Obtainingbiometric characteristic information may comprise obtaining a pulse ratemeasurement via monitoring performed by the pulse oximeter and/orsimilar component employed by the users at the client computingplatforms 28. The pulse rate measurement may provide the pulse rateinformation about the user.

Perspiration information may include one or more a measurement of theamount of moisture present on the user's skin (e.g., an amount ofperspiration). Briefly, however described in more detail herein, theamount of perspiration may correlate with an emotional state of theuser. In some embodiments, the client computing platforms 28 may includea moisture sensor and/or similar component. Obtaining biometriccharacteristic information may comprise obtaining a skin moisturemeasurement via sensing performed by the moisture sensor and/or similarcomponent employed by the users at the client computing platforms 28.The moisture measurement may provide the perspiration information aboutthe user.

The descriptions provided herein relating to the biometriccharacteristic information and/or components configured to obtainbiometric characteristic information from users at client computingplatforms 28 are provided merely as illustrative examples and are notintended to be limiting. As such it is to be understood that the mannerin which one or more components and/or techniques are employed to obtainbiometric characteristic information at client computing platforms 28may be accomplished in other ways and/or by other considerations.

In some implementations, mood profiles may be determined for theindividual users based on the biometric characteristic informationobtained from the client computing platforms 28. Mood profiles maycharacterize the emotional state of the user during user participationin the online game. In some implementations the emotional state may alsobe referred to as the mood of the user. Moods and/or emotional statesmay include, for example, one or more of happy, sad, indifferent, angry,frustrated, annoyed, confused, excited, and/or other considerations. Theexamples provided herein are for illustrative purposes only and are notintended to be limiting. As such it is to be understood that user moodprofiles, moods, and/or emotional states may be determined and/orconsidered in other ways. The determination of mood profilescharacterizing the emotional state of the users from the biometriccharacteristic information is described in more detail herein.

Briefly, the emotional state of the user may affect the user's gameplayexperience. As such, through a determination of a mood profile of theusers, game content can be selectively identified and presented to theuser in accordance with the mood profile to enhance the user's gameplayexperience in the online game.

In FIG. 1, providing the virtual environment may include hosting thevirtual environment over a network 26, such as the Internet. A hostserver may include one or more processors configured to execute one ormore computer modules for implementing an instance of an online game andto facilitate the participation of one or more users in the online game.The host server may be a game server 12. The server 12 may includeprocessor(s) 14.

The computer program modules may include one or more of a game module16, a user module 18, a biometrics module 20, a mood module 22, acontent adjustment module 24, and/or other modules. The server 12 may beconfigured to communicate with one or more client computing platforms28, according to client/server architecture. The client computingplatforms 28 can include, for example, a cellular telephone, asmartphone, a laptop, a tablet computer, a desktop computer, atelevision set-top box, smart TV, a gaming console, and/or other deviceas described herein and/or other considerations. The users may accesssystem 10 and/or the virtual environment via client computing platforms28.

The game module 16 may be configured to implement an instance of thevirtual environment executed by the computer modules to determine stateof the virtual environment. The state may then be communicated (e.g.,via streaming visual data, via object/position data, and/or other stateinformation) from server 12 to client computing platforms 28 forpresentation to users. The state determined and transmitted to a givenclient computing platform 28 may correspond to a view for a usercharacter being controlled by a user via input devices (e.g., acontroller) at the given client computing platform 28. The statedetermined and presented to a given client computing platform 28 maycorrespond to a location in the virtual environment (e.g., location inthe game). The view described by the state for the given clientcomputing platform 28 may correspond, for example, to the location fromwhich the view is taken, the location the view depicts, and/or otherlocations, a zoom ratio, a dimensionality of objects, a point-of-view,and/or view parameters of the view. One or more of the view parametersmay be selectable by the user.

An instance of the virtual environment may comprise a simulatedenvironment that is accessible by users via clients (e.g., clientcomputing platforms 28) that present the views of the virtualenvironment to a user. The simulated environment may have a topography,express ongoing real-time interaction by one or more users, and/orinclude one or more objects positioned within the topography that arecapable of locomotion within the topography. In some instances, thetopography may be a 2-dimensional topography. In other instances, thetopography may be a 3-dimensional topography. The topography may includedimensions of the environment, and/or surface features of a surface orobjects that are “native” to the environment. In some instances, thetopography may describe a surface (e.g., a ground surface) that runsthrough at least a substantial portion of the environment. In someinstances, the topography may describe a volume with one or more bodiespositioned therein (e.g., a simulation of gravity-deprived environmentwith one or more celestial bodies positioned therein). An instanceexecuted by the computer modules may be synchronous, asynchronous,and/or semi-synchronous.

The above description of the manner in which state of the virtualenvironment is determined by game module 16 is not intended to belimiting. The game module 16 may be configured to express the virtualenvironment in a more limited, or more rich, manner. For example, viewsdetermined for the virtual environment representing the state of theinstance of the virtual environment may be selected from a limited setof graphics depicting an event in a given place within the virtualenvironment. The views may include additional content (e.g., text,audio, pre-stored video content, and/or other content) that describesparticulars of the current state of the place, beyond the relativelygeneric graphics. For example, a view may include a generic battlegraphic with a textual description of the opponents to be confronted.Other expressions of individual places within the virtual environmentare contemplated.

Within the instance(s) of the virtual environment executed by gamemodule 16, users may control characters, objects, simulated physicalphenomena (e.g., wind, rain, earthquakes, and/or other phenomena),and/or other elements within the virtual environment to interact withthe virtual environment and/or each other. The user characters mayinclude avatars. As used herein, the term “user character” may refer toan object (or group of objects) present in the virtual environment thatrepresents an individual user. The user character may be controlled bythe user with which it is associated. The user controlled element(s) maymove through and interact with the virtual environment (e.g., non-usercharacters in the virtual environment, other objects in the virtualenvironment). The user controlled elements controlled by and/orassociated with a given user may be created and/or customized by thegiven user. The user may have an “inventory” of virtual items and/orcurrency that the user can use (e.g., by manipulation of a usercharacter or other user controlled element, and/or other items) withinthe virtual environment.

The users may participate in the instance of the virtual environment bycontrolling one or more of the available user controlled elements in thevirtual environment. Control may be exercised through control inputsand/or commands input by the users through client computing platforms28. The users may interact with each other through communicationsexchanged within the virtual environment. Such communications mayinclude one or more of textual chat, instant messages, private messages,voice communications, and/or other communications. Communications may bereceived and entered by the users via their respective client computingplatforms 28. Communications may be routed to and from the appropriateusers through server 12 (e.g., through game module 16) and/or throughcommunications which are external to the system 10 (e.g., text messagingservices associated with the client computing platforms 28).

The user module 18 may be configured to access and/or manage one or moreuser profiles and/or user information associated with users of thesystem 10. The one or more user profiles and/or user information mayinclude information stored by server 12, one or more of the clientcomputing platforms 28, and/or other storage locations. The userprofiles may include, for example, information identifying users (e.g.,a username or handle, a number, an identifier, and/or other identifyinginformation) within the virtual space, security login information (e.g.,a login code or password), virtual space account information,subscription information, virtual currency account information (e.g.,related to currency held in credit for a user), relationship information(e.g., information related to relationships between users in the virtualspace), virtual space usage information (e.g., a log-in historyindicating the frequency and/or amount of times the user logs-in to theuser accounts), demographic information associated with users,interaction history among users in the virtual space, information statedby users, browsing history of users, a client computing platformidentification associated with a user, a phone number associated with auser, and/or other information related to users.

The biometrics module 20 may be configured to obtain biometriccharacteristic information about the users from the user clientcomputing platforms 28. The biometrics module 20 may obtain biometriccharacteristic information in a variety of ways. In someimplementations, the biometrics module 20 may periodically prompt theuser (e.g., via a pop up window, instant message, etc.) to employ theone or more biometrics scanning components at the client computingplatforms 28. For example, periodically (e.g., at the start of gameplay;every 10 minute, 20 minutes, 30 minutes, 1 hour; after completion of aquest; before starting a task; randomly, and/or other consideration),the user may be prompted to take a picture of their face using a camera(or other component) at the client computing platform 28 such that thebiometrics module 20 may obtain facial feature information about theuser (e.g., via the picture taken), and/or prompt the user to performother actions related to employing one or more biometrics scanningcomponents to obtain biometric characteristic information as describedherein.

In some implementations, the biometrics module 20 may be configured suchthat obtaining biometric characteristic information includesautomatically receiving biometric characteristic information from theclient computing platforms 28. For example the biometrics module 20 maybe configured to effectuate an automatic biometrics scan using of one ormore biometrics scanning components at the client computing platforms28. This may include, for example, at periodic, random, and/orpredetermined intervals, the biometrics module 20 may be configured toeffectuate an automatic retinal scan (and/or other biometrics scan(s))of the individual users via a retinal scanner (and/or othercomponent(s)) employed at the client computing platforms 28.

The descriptions provided herein relating how biometric characteristicinformation is obtained from the users at client computing platforms 28are provided merely as illustrative examples and are not intended to belimiting. As such it is to be understood that the manner in which thebiometric characteristic information is obtained from client computingplatforms 28 may be carried out in other ways and/or by otherconsiderations.

As an illustrative example of a particular embodiment of the system 10,in FIG. 2, the biometrics module 20 may be configured such thatobtaining biometric characteristic information includes obtaining firstbiometric characteristic information 34. The first biometriccharacteristic information 34 may be information about a first user 30at a first client computing platform 28. The first client computingplatform 28 may be employed by the first user 30 to participate in theonline game. The first client computing platform 28 may include one ormore biometrics scanning components as described herein, and/or othercomponents, such as a camera 42, retinal scanner 44, pulse oximeter 46,peripheral sensors devices 48, and/or other sensors and/or components.Biometric characteristic information may be obtained by any of thetechniques described herein, and/or by other techniques.

Returning to FIG. 1, the mood module 22 may be configured to determine,from the biometric characteristic information obtained by the biometricsmodule 20, mood profiles for the users. The determination of moodprofiles from the biometric characteristic information may beaccomplished a variety of ways. In some implementations, the biometriccharacteristic information may correlate with a transient emotionalstate of the user. The emotional state of the user may indicate theuser's current sentiment toward participation and/or engagement in theonline game. The mood profiles may be determined to provide such anindication of the user's current sentiment toward participation in theonline game, and/or a characterization of the user's emotional statecorrelated from the biometric characteristic information.

Biometric characteristic information may correlate with a transientemotional state of the user. Emotional states may be, for example, oneor more of happy, sad, indifferent, angry, frustrated, annoyed,confused, excited, and/or other considerations. Correlations may beaccomplished in a variety of ways. Correlations of emotional states andbiometric characteristic information may consider common correlations.For example, it may be commonly known that when a person is smiling(e.g., their facial features showing their mouth turned up, eyes open,etc.), this can generally be correlated with the person being ‘happy’ orin a good mood. As another example, when a person is generally angry,their face may become flush, their heart rate may speed up, theirbreathing may increase, their teeth clench, etc. Although such commoncorrelations may be considered within the scope of this invention, othercorrelations and/or correlation techniques may be employed. As such, thefollowing descriptions of correlating biometric characteristicinformation to one or more emotional states are provided merely forillustrative purposes and are not intended to be limiting.

As a first example, biometric characteristic information may includefacial feature information of the positioning and/or orientation of thefacial features of an individual, which may indicate an emotional state.A facial scan provided by a camera component of the client computingplatforms 28 may indicate that a user's mouth is turned down (e.g.,frown) and that their eyes are slightly closed, which may correlategenerally with the user being in a ‘sad’ emotional state.

As a further example, biometric characteristic information may includefacial feature information as well as blood oxygen saturationinformation obtained from suitable components employed at the clientcomputing platforms 28. The facial feature information may includeinformation indicating the user's mouth is turned upward (e.g.,smiling), their eyes are open wide, and their eyebrows are substantiallyraised, which may correlate generally with the user being in a ‘happy’emotional state. The blood oxygen saturation information may includeinformation such as high levels of oxygen in the user's blood (e.g., asa result of the user breathing heavily), which may correlate generallywith the user being in an ‘excited’ emotional state. As such, in thisexample, the above biometric characteristic information may correlatewith a ‘happy and excited’ emotional state of the user.

As yet another example, biometric characteristic information may includeperspiration information as well as pulse rate information obtained fromsuitable components employed at the client computing platforms 28. Theperspiration information may include information indicating that theuser's skin (e.g., palms of their hands) are moistening (e.g., the usersis sweating), which may correlate generally with the user being in a‘nervous’ emotional state (e.g., human beings tend to sweat whennervous). The pulse rate information may include information such as ahigh pulse rate which may correlate generally with the user being in an‘excited’ emotional state. As such, in this example, the above biometriccharacteristic information may correlate with a ‘nervous and excited’emotional state of the user.

As still yet another example, biometric characteristic information mayinclude facial feature information as well as retina informationobtained from suitable components employed at the client computingplatforms 28. The facial feature information may include informationindicating that the user's mouth is tightly closed, and their eyebrowspositioned in the shape of a ‘V’, which may correlate generally with theuser being in an ‘angry’ emotional state. The retina information mayinclude information such as having enlarged retinal blood vesselsindicating increase blood flow there through which may correlategenerally with the user being in an ‘angry’ emotional state (e.g., theirface is flushed). As such, in this example, the above biometriccharacteristic information may correlate with a ‘very angry’ emotionalstate of the user.

The descriptions herein relating to correlations of biometriccharacteristic information to emotional states are provided merely asillustrative examples and are not intended to be limiting. As such it isto be understood that the manner in which one or more correlations areperformed may be accomplished in other ways and/or by otherconsiderations. For example, information captured from a GPS componentmay indicate that the user and/or the client computing platform 28 heldby the user is moving and/or shaking rapidly, which may correlate withthe user being frustrated and/or angry (e.g., the users is shaking theirclient computing platform 28 in anger and/or frustration).

The emotional state of the user may provide an indication of the user'scurrent sentiment toward participation and/or engagement in the onlinegame. The user's current sentiment toward participation may indicatewhether or not the user is inclined to continue playing the online gameat an instance in time when the emotional state is determined, and/orover a period of time which the given emotional state is maintained(e.g., until a different emotional state is determined). Briefly, userparticipation may refer to continuing play in the online, participatingin certain content presented to them, engaging themselves further intothe online game, participating with other players in the online game,and/or other considerations of participation within the online game. Forexample, a user may be in a ‘happy’ emotional state as correlated fromobtained biometric characteristic information. The user may be ‘happy’for many reasons, for example, the user is scoring a lot of points inthe online game, the user is winning many tournaments occurring in theonline game, and/or the user may simply be in a good mood. When the useris ‘happy’, the user may be more inclined to participate in the onlinegame. When a user is ‘sad’, the user may be less inclined to participatein the online game (e.g., because they continually lose the game, arenot scoring many points, and/or other reasons). When a user is‘indifferent’, the user may or may not be inclined to participate in theonline game. Sentiment toward participation in the online game may beconsidered in other ways.

Mood profiles may be qualitative and/or quantitative descriptions. Moodprofiles may be a qualitative description of the emotional state of theuser. Mood profiles may change over time as the emotional state of theuser changes over time. For example, a mood profile for a given user maybe “Happy”, “Sad”, “Indifferent”, “Excited”, “Happy and excited”, “Angryand Frustrated”, and/or other a description of one or more otheremotional states correlated from the biometric characteristicinformation described herein. In some implementations, mood profiles maybe a qualitative description of the user's sentiment towardparticipation in the game (e.g., whether or not the user is inclined tocontinue playing the online game). For example, a mood profile for agiven user may be “Likely to continue play”, “Not likely to continueplay”, “Indifferent”, and/or other description(s).

Mood profiles may be quantitative descriptions, for example a “moodscore”. In some implementations, mood profiles may comprise a numericalscore. The numerical score may be based on a rating scale. A ratingscale may be a scale which rates the emotional state of the user (e.g.,angry to happy, frustrated to calm, indifferent to excited, etc.), thesentiment toward participation in the online game, and/or other rating.A rating scale may comprise whole digit numbers from 0 to 10. In someimplementations, the rating scale may score the users sentiment towardparticipation wherein 0 indicates a sentiment of ‘Not likely to continueplay’, 10 indicates ‘Very likely to continue play’, 5 indicates‘Indifferent’, and numbers in between representing various degrees ofuser sentiment toward participation in the online game. For example,obtained biometric characteristic information may correlate with a“happy and frustrated” emotional state (e.g., as a result of the usergenerally wining in the online however may be stuck on a particularlevel), which may correspond with a mood profile score of 7 (e.g., theuser is generally inclined to continue playing the game however, if theycontinue to get stuck on the level, they may stop playing). Thenumbering of the ‘mood score’ and/or the rating scale described hereinis purely illustrative. The various scales may be enumerated in otherways, and/or may include more or less values.

In some implementations, the mood module 22 may be configured to,responsive to reception of further biometric characteristic informationby the biometrics module 20, determine additional mood profiles of theusers indicating a change in the transient emotional state of the users.For example, the biometrics module 20 may be configured to periodicallyobtain biometric characteristic information about the users at theclient computing platforms 28, such as a first instance in time and asecond instance in time. The biometric characteristic informationobtained at the first instance in time may correlate with a particularmood profile, for example, “Angry” (e.g., a qualitative description ofthe transient emotional state of the user). The biometric characteristicinformation obtained at the second instance in time may correlate with adifferent particular mood profile, for example, “Happy”. Thus a changein the transient emotional state (and subsequently the mood profile) ofthe user may be determined (e.g., from Angry to Happy over the period intime between the two instances).

In some implementations, the mood module 22 may be configured tomaintain a database of the correlations of biometric characteristicinformation to mood profiles for the users once the correlation has beendetermined by one or more of the techniques described herein. At a firstinstance of determining mood profiles, the mood module 22 may obtainparticular biometric characteristic information, correlate a particularemotional state, and determine a mood profile. The correlation betweenthe given biometric characteristic information and mood profile may bemaintained in a database such that in subsequent occurrences ofobtaining the similar or same biometric characteristic information, anautomatic correlation to a mood profile may be made (e.g., withouthaving to determine an emotional state and/or sentiment as describedabove).

In some implementations, the mood module 22 may be configured such thatmaintaining correlations of biometric characteristic information to moodprofiles comprises receiving user input of the correlations of biometriccharacteristic information to mood profiles. Users may be prompted todistinctly input correlations and/or rules for correlating biometriccharacteristic information to mood profiles. Upon initiation of theonline game (and/or initiation of a task, tournament, and/or othergameplay occurrence) the users may be presented with one or more userinterfaces wherein the user can set correlations and/or correlationrules. A user interface may include check boxes, drop down menus, and/orother interface wherein the user can, for example, indicate distinctmood profiles correlations for given biometric characteristicinformation. As an example of setting correlation rules, a user mayinput a resting pulse rate, input a threshold pulse rate which is higherthan the resting pulse rate, and indicate that if the biometriccharacteristic information includes pulse rate information indicating apulse rate at or above the threshold, then the mood module 22 shouldautomatically determine a mood profile of “Angry” (e.g., or otherqualitative and/or quantitative description set by the user).

The above description relating to user input of correlations is providedmerely as an illustrative example and is not intended to be limiting. Assuch it is to be understood that the manner in which users maydistinctly input one or more correlations and/or correlation rules forbiometric characteristic information to mood profiles may beaccomplished in other ways and/or by other considerations.

As an illustrative example, in FIG. 2, responsive to reception of thefirst biometric characteristic information 34, the mood module 22 may beconfigured to determine a first mood profile 36 for the first user 30.The first mood profile 36 for the first user 30 may characterize thetransient emotional state of the first user 30 during participation inthe online game at an instance in time and/or over a period of timeuntil additional biometric characteristic information is obtained. Themood module 22 may be configured to, responsive to the biometrics module20 obtaining second biometric characteristic information 35 from thefirst client computing platform 28, determine a second mood profile 37for the first user 30 indicating a change in the transient emotionalstate of the first user 30.

Returning to FIG. 1, the content adjustment module 24 may be configuredto identify game content of the online game to be presented to the usersbased on the user mood profiles. The content adjustment module 24 may beconfigured to effectuate presentation of the identified game content ofthe online game for the appropriate users at the client computingplatforms 28. Game content may be content which is identified inaccordance with the mood profiles. Game content may be identified inaccordance with one or more of the determined transient emotional state,current sentiment towards participation in the online game, and/or otherconsiderations for content identification. Game content may beconsidered in a variety of ways. Game content may include one or moresets of game content. Sets of game content may include one or more of,notifications for sending to the users, the difficulty of game opponents(e.g., enemies, bosses, etc.), hints which are presented to the users,virtual items which are available for use, in-game incentive offers,and/or other considerations for game content.

In some implementations, the content adjustment module 24 may beconfigured such that game content includes notifications for sending tothe users in the online game. Notifications may include in-gamenotifications (e.g., messages sent internal to the online game).Notification may include messages sent external to the online game. Aset of game content may include multiple game notifications (forexample, about upcoming events, tournaments, etc.). Such game contentmay be identified by the content adjustment module 24 for presentationto a user if the mood profile for the user indicates the user is‘happy’, ‘excited’, and/or having sentiment being “Likely to continueplay”. This emotional state may indicate that the user may be morelikely to positively response to the multiple notifications (e.g.,actually participate in the events, tournaments, match ups, etc.identified in the notifications), therefor an identification of theabove noted game content may be made to enhance the user's gameplayexperience.

In some implementations, a set of game content may include few (e.g., 1or 2) or no game notifications (for example, about upcoming events,tournaments, etc.). Such game content may be identified by the contentadjustment module 24 for presentation to a user if the mood profile forthe user indicates the user is ‘sad’, ‘angry’, ‘frustrated’, and/orhaving sentiment being “Not likely to continue play”. This emotionalstate may indicate that the user may be more likely to positivelyrespond if only a few notifications are sent (e.g., sending manynotifications may further anger and/or frustrate the user, therefor noor few notifications may be sent). Therefor an identification of theabove noted game content may be made to enhance the user's gameplayexperience.

In some implementations, the content adjustment module 24 may beconfigured such that game content includes the difficulty of defeatingenemies in the online game. A set of game content may include enemieswhich are less difficult to defeat. Such game content may be identifiedby the content adjustment module 24 for presentation to a user if themood profile for the users indicates the user is ‘sad’, ‘angry’,‘frustrated’, and/or having sentiment being “Not likely to continueplay”. Identification of the given set of game content may be made toenhance the user's gameplay experience such that by subsequentlypresenting enemies which are easier to defeat, the user may advancethrough the game with less difficulty, building the user's confidenceand potentially affecting their emotional state to change to a morepositive one (and be more inclined to continue participation in theonline game).

In some implementations, a set of game content may include enemies whichare more difficult to defeat. Such game content may be identified by thecontent adjustment module 24 for presentation to a user if the moodprofile for the users indicates the user is ‘happy’, ‘excited’, and/orhaving sentiment being “Likely to continue play”. Identification of theabove noted set of game content may enhance the user's gameplayexperience such that by subsequently presenting enemies which are moredifficult to defeat, the user may be presented with more of a challenge,and given the emotional state of the user, may be a welcomed challenge.

In some implementations, the content adjustment module 24 may beconfigured such that game content includes game hints which arepresented to the users in the online game. A set of game content mayinclude few or no hints (for example the quickest way to defeat anenemy). Such game content may be identified by the content adjustmentmodule 24 for presentation to a user if the mood profile for the userindicates the user is ‘happy’, ‘excited’, and/or having sentiment being“Likely to continue play”. Identification of the given set of gamecontent may enhance the user's gameplay experience such that bysubsequently presenting few or no hints, the user may be presented withmore of a challenge, and given the emotional state of the user, may be awelcomed challenge.

In some implementations, a set of game content may include multiplehints (for example the quickest way to defeat an enemy). Such gamecontent may be identified by the content adjustment module 24 forpresentation to a user if the mood profile for the user indicates theuser is ‘sad’, ‘angry’, ‘frustrated’, and/or having sentiment being “Notlikely to continue play”. Identification of the given set of gamecontent may enhance the user's gameplay experience such that bysubsequently presenting multiple hints, the gameplay may become a littleeasier (even if only temporarily), and given the user's emotional state,may enhance their gameplay experience and may change the users emotionalstate to a more positive one.

In some implementations, the content adjustment module 24 may beconfigured such that game content includes virtual items which are madeavailable for use in the online game. A set of game content may includeone or more virtual items available for use in the online game (forexample a mystery item which may help the user during gameplay). Suchgame content may be identified by the content adjustment module 24 forpresentation to a user if the mood profile for the user indicates theuser is ‘happy’, ‘excited’, and/or having sentiment being “Likely tocontinue play”. Such identification for the given set of game contentmay enhance the user's gameplay experience such that the one or moremystery items further excite the user and enhance their gameplayexperience. Other virtual items may be considered.

In some implementations, a set of game content may include one or morespecific virtual items (e.g., a specific virtual sword that can help theuser defeat a specific enemy). Such game content may be identified bythe content adjustment module 24 for presentation to a user if the moodprofile for the user indicates the user is ‘sad’, ‘angry’, ‘frustrated’,and/or having sentiment being “Not likely to continue play” (e.g., theuser feeling this way as a result of being unable to defeat a specificenemy, or other consideration). Identification of the given set of gamecontent may enhance the user's gameplay experience such that bysubsequently making a specific virtual item available which may help theuser defeat a particular enemy (e.g., or complete a particular level,etc.), the gameplay may become a little easier (even if onlytemporarily).

The above examples of content identification are provided merely forillustrative purposes and are not intended to be limiting. As such themanner in which content is identified based on user mood profiles may becarried out in different way and/or by other considerations. Forexample, for users who are ‘happy’ and/or ‘Likely to continue play’,game content may be identified for presentation which makes the gameeasier (e.g., as opposed to more challenging as described above), tothereby enhance the users gameplay experience. For users who are ‘sad’and/or “Not likely to continue play’, game content may be identified forpresentation which reduces the amount of content presented to the users,since the user may be less likely to positively respond to additionalcontent.

As an illustrative example, in FIG. 2, identifications made by thecontent adjustment module 24 may include identifying a first set of gamecontent 38 based on the first mood profile 36 for the first user 30. Thecontent adjustment module 24 may be configured such that presentation ofthe first set of game content 38 to the first user is effectuated 40. Insome implementations, responsive to determining the second mood profile37, a second set of game content 39 may be identified by the contentadjustment module 24 and effectuated 41 for presentation to the firstuser 30 in the online game.

In some implementations, the content adjustment module 24 may beconfigured such that the first set of game content 38 comprises anotification for sending to the first user 30 of the online game.

In some implementations, the content adjustment module 24 may beconfigured such that the first set of game content 38 comprises adecreased difficulty of defeating an enemy in the online game.

In some implementations, the content adjustment module 24 may beconfigured such that the first set of game content 38 comprises a gamehint for presentation to the first user 30 of the online game at thefirst client computing platform 28.

In some implementations, the content adjustment module 24 may beconfigured such that the first set of game content 38 comprises one ormore virtual items made available for use by the first user 30 of theonline game.

In some implementations, the content adjustment module 24 may beconfigured such that the first set of game content 38 comprises anin-game incentive offer for the first user 30 of the online game.

Returning to FIG. 1, the server 12, client computing platforms 28,and/or external resources 32 may be operatively linked via one or moreelectronic communication links. For example, such electroniccommunication links may be established, at least in part, via a network26 such as the Internet and/or other networks. It will be appreciatedthat this is not intended to be limiting, and that the scope of thisdisclosure includes implementations in which servers 12, clientcomputing platforms 28, and/or external resources 32 may be operativelylinked via some other communication media.

The external resources 32 may include sources of information, hostsand/or providers of virtual environments outside of system 10, externalentities participating with system 10, external entities forplayer-to-player communications, and/or other resources. In someimplementations, some or all of the functionality attributed herein toexternal resources 32 may be provided by resources included in system10.

The server 12 may include electronic storage 25, one or more processors14, and/or other components. The server 12 may include communicationlines, or ports to enable the exchange of information with a networkand/or other computing platforms. Illustration of server 12 in FIG. 1 isnot intended to be limiting. The server 12 may include a plurality ofhardware, software, and/or firmware components operating together toprovide the functionality attributed herein to server 12. For example,server 12 may be implemented by a cloud of computing platforms operatingtogether as server 12.

The client computing platforms 28 may include electronic storage 50, oneor more processors, and/or other components (see FIG. 2). The clientcomputing platforms 28 may include communication lines, or ports toenable the exchange of information with a network and/or other computingplatforms. Illustration of client computing platforms 28 in FIG. 1 andFIG. 2 are not intended to be limiting. The client computing platforms28 may include a plurality of hardware, software, and/or firmwarecomponents operating together to provide the functionality attributedherein to client computing platforms 28.

Electronic storage 25 may comprise electronic storage media thatelectronically stores information. The electronic storage media ofelectronic storage 25 may include one or both of system storage that isprovided integrally (i.e., substantially non-removable) with server 12and/or removable storage that is removably connectable to server 12 via,for example, a port (e.g., a USB port, a firewire port, etc.) or a drive(e.g., a disk drive, etc.). Electronic storage 25 may include one ormore of optically readable storage media (e.g., optical disks, etc.),magnetically readable storage media (e.g., magnetic tape, magnetic harddrive, floppy drive, etc.), electrical charge-based storage media (e.g.,EEPROM, RAM, etc.), solid-state storage media (e.g., flash drive, etc.),and/or other electronically readable storage media. The electronicstorage 25 may include one or more virtual storage resources (e.g.,cloud storage, a virtual private network, and/or other virtual storageresources). Electronic storage 25 may store software algorithms,information determined by processor 14, information received from server12, information received from client computing platforms 28, and/orother information that enables server 12 to function as describedherein.

Processor(s) 14 is configured to provide information processingcapabilities in server 12. As such, processor 14 may include one or moreof a digital processor, an analog processor, a digital circuit designedto process information, an analog circuit designed to processinformation, a state machine, and/or other mechanisms for electronicallyprocessing information. Although processor 14 is shown in FIG. 1 as asingle entity, this is for illustrative purposes only. In someimplementations, processor 14 may include one or more processing units.These processing units may be physically located within the same device,or processor 14 may represent processing functionality of a plurality ofdevices operating in coordination. The processor 14 may be configured toexecute modules 16, 18, 20, 22, 24. Processor 14 may be configured toexecute modules 16, 18, 20, 22, 24 by software; hardware; firmware; somecombination of software, hardware, and/or firmware; and/or othermechanisms for configuring processing capabilities on processor 14.

It should be appreciated that although modules 16, 18, 20, 22, 24 areillustrated in FIG. 1 as being co-located within a single processingunit, in implementations in which processor 14 includes multipleprocessing units, one or more of modules 16, 18, 20, 22, 24 may belocated remotely from the other modules. The description of thefunctionality provided by the different modules 16, 18, 20, 22, 24described above is for illustrative purposes, and is not intended to belimiting, as any of modules 16, 18, 20, 22, 24 may provide more or lessfunctionality than is described. For example, one or more of modules 16,18, 20, 22, 24 may be eliminated, and some or all of its functionalitymay be provided by other ones of modules 16, 18, 20, 22, and/or 24,and/or other modules. As another example, processor 14 may be configuredto execute one or more additional modules that may perform some or allof the functionality attributed below to one of modules 16, 18, 20, 22,24.

FIG. 3 illustrates method 100 for adjusting game content in an onlinegame. The operations of method 100 presented below are intended to beillustrative. In some embodiments, method 100 may be accomplished withone or more additional operations not described, and/or without one ormore of the operations discussed. Additionally, the order in which theoperations of method 100 are illustrated in FIG. 3 and described beloware not intended to be limiting.

In some embodiments, method 100 may be implemented in one or moreprocessing devices (e.g., a digital processor, an analog processor, adigital circuit designed to process information, an analog circuitdesigned to process information, a state machine, and/or othermechanisms for electronically processing information). The one or moreprocessing devices may include one or more devices executing some or allof the operations of method 100 in response to instructions storedelectronically on an electronic storage medium. The one or moreprocessing devices may include one or more devices configured throughhardware, firmware, and/or software to be specifically designed forexecution of one or more of the operations of method 100.

Referring now to method 100 in FIG. 3, at an operation 102 an instanceof an online game may be executed for presentation to users at clientcomputing devices. The online game may facilitate participation of theusers in the online game. In some implementations, operation 102 may beperformed by a game module the same as or similar to game module 16(shown in FIG. 1 and described herein).

At an operation 104, biometric characteristic information may beobtained from the client computing platforms. Biometric characteristicinformation may include first biometric characteristic information forthe first user obtained from the first client computing platform. Insome implementations, operation 104 may be performed by a biometricsmodule the same as or similar to the biometrics module 20 (shown in FIG.1 and described herein).

At an operation 106, mood profiles may be determined. Mood profiles maybe determined based on the biometric characteristic information.Responsive to obtaining the first biometric characteristic information,first mood profile for the first user may be determined. In someimplementations, operation 106 may be performed by a mood module thesame as or similar to the mood module 22 (shown in FIG. 1 and describedherein).

At an operation 108, game content may be identified based on the moodprofiles. For example, identifying a first set of game content based onthe first mood profile for the first user may be performed. In someimplementations, operation 108 may be performed by a content adjustmentmodule the same as or similar to the content adjustment module 24 (shownin FIG. 1 and described herein).

At an operation 110, the identified game content may be effectuated forpresentation at the client computing platforms. For example presentationof the first set of game content to the first user may be effectuated atthe first client computing platform. In some implementations, operation110 may be performed by a content adjustment module the same or similarto the content adjustment module 24 (shown in FIG. 1 and describedherein).

Although the present technology has been described in detail for thepurpose of illustration based on what is currently considered to be themost practical and preferred implementations, it is to be understoodthat such detail is solely for that purpose and that the technology isnot limited to the disclosed implementations, but, on the contrary, isintended to cover modifications and equivalent arrangements that arewithin the spirit and scope of the appended claims. For example, it isto be understood that the present technology contemplates that, to theextent possible, one or more features of any implementation can becombined with one or more features of any other implementation.

What is claimed is:
 1. An online gaming system for dynamically adjustinggame content in an online game, the system comprising: one or morebiometric scanning components configured to obtain biometriccharacteristic information; and one or more processors configured bymachine-readable instructions to: execute an instance of an online game,and to use the instance to generate state information that istransmitted over a network to client computing platforms associated withusers, wherein the transmission of the state information over thenetwork facilitates presentation of views of the online game to theusers and to implement the instance of the online game to facilitateparticipation of users in the online game via client computingplatforms, the users including a first user participating in the onlinegame via a first client computing platform; obtain biometriccharacteristic information from the one or more biometric scanningcomponents, and/or the user client computing platforms integrated intothe one or more biometrics scanning components and/or able tocommunicate with the one or more biometrics scanning components, suchbiometric characteristic information including first biometriccharacteristic information for the first user is obtained; determine,from the biometric characteristic information obtained, mood profilesfor the users such that, responsive to obtaining the first biometriccharacteristic information, the mood module determines a first moodprofile for the first user, wherein the mood profiles indicate whetherthe users are likely to continue playing the online game; identify gamecontent of the online game to be presented to the users based on theuser mood profiles, such identifications including identifying a firstset of game content based on the first mood profile for the first user,wherein the game content includes virtual items which are made availablefor use in the online game, such that the first set of game contentcomprises one or more virtual items made available for use by the firstuser, wherein an amount of game content identified to be presented tousers that are likely to continue playing the online game is greaterthan an amount of game content identified to be presented to users thatare not likely to continue playing the online game; and effectuatepresentation of the identified game content of the online game for theappropriate users of the online game, such that presentation of thefirst set of game content to the first user is effectuated by making theone or more virtual items available for use by the first user.
 2. Thesystem of claim 1 wherein the mood profiles characterize a transientemotional state of the users during participation in the online game,such that the first mood profile for the first user characterizes thetransient emotional state of the first user during participation in theonline game.
 3. The system of claim 1 wherein the one or more processorsare configured by machine-readable instructions to, responsive toobtaining further biometric characteristic information, determineadditional mood profiles of the users indicating a change in thetransient emotional state of the users, including, responsive toobtaining second biometric characteristic information from the firstclient computing platform, the one or more processors are configured bymachine-readable instructions to determine a second mood profile for thefirst user indicating a change in the emotional state of the first user.4. The system of claim 1 wherein the one or more processors are furtherconfigured by machine-readable instructions to maintain a database ofdetermined correlations of biometric characteristic information to moodprofiles for the users.
 5. The system of claim 4 wherein the one or moreprocessors are further configured by machine-readable instructions suchthat maintaining correlations of biometric characteristic information tomood profiles comprises receiving user input of the correlations ofbiometric characteristic information to mood profiles.
 6. The system ofclaim 1 wherein the one or more processors are further configured bymachine-readable instructions such that the first set of game contentcomprises a decreased difficulty of defeating an enemy in the onlinegame.
 7. The system of claim 1 wherein the one or more processors arefurther configured by machine-readable instructions such that the firstset of game content comprises a game hint for presentation to the firstuser of the online game.
 8. The system of claim 1 wherein the virtualitems include mystery boxes.
 9. The system of claim 1 wherein the gamecontent includes in-game incentive offers for the users of the onlinegame, such that the content adjustment module is configured such thatthe first set of game content comprises an in-game incentive offer forthe first user of the online game.
 10. The system of claim 1 wherein thegame content includes notifications for sending to the users of theonline game, such that the content adjustment module is configured suchthat the first set of game content comprises one or more notificationsfor sending to the first user of the online game.
 11. The system ofclaim 10 wherein the notifications include in-game notifications. 12.The system of claim 1 wherein one or more processors are furtherconfigured by machine-readable instructions such that obtainingbiometric characteristic information comprises obtaining one or more ofa facial scan, a retina scan, a blood oxygen saturation measurement, ora skin moisture measurement of the individual users at the clientcomputing platforms.
 13. A method for dynamically adjusting game contentin an online game, the method being implemented in a computer systemthat includes one or more physical processors, one or more biometricscanning components configured to obtain biometric characteristicinformation, and storage media storing machine-readable instructions,the method comprising: effectuating an instance of an online game, andusing the instance to generate state information that is transmittedover a network to client computing platforms associated with users,wherein the transmission of the state information over the networkfacilitates presentation of views of the online game to the users andimplementing the instance of the online game to facilitate participationof users in the online game via client computing platforms, the usersincluding a first user participating in the online game via a firstclient computing platform; obtaining biometric characteristicinformation from the one or more biometric scanning components, and/orthe user client computing platforms integrated into the one or morebiometrics scanning components and/or able to communicate with the oneor more biometrics scanning components, such biometric characteristicinformation including first biometric characteristic information for thefirst user is obtained; determining, from the biometric characteristicinformation, mood profiles for the users such that, responsive toobtaining the first biometric characteristic information, determining afirst mood profile for the first user, wherein the mood profilesindicate whether the users are likely to continue playing the onlinegame; identifying game content of the online game to be presented to theusers based on the user mood profiles, including identifying a first setof game content based on the first mood profile for the first userwherein the game content includes virtual items which are made availablefor use in the online game, such that the first set of game contentcomprises one or more virtual items made available for use by the firstuser, wherein an amount of game content identified to be presented tousers that are likely to continue playing the online game is greaterthan an amount of game content identified to be presented to users thatare not likely to continue playing the online game; and effectuatingpresentation of the identified game content of the online game for theappropriate users of the online game such that presentation of the firstset of game content to the first user is effectuated by making the oneor more virtual items available for use by the first user.
 14. Themethod of claim 13 wherein the mood profiles characterize a transientemotional state of the users during participation in the online game,such that the first mood profile for the first user characterizes thetransient emotional state of the first user during participation in theonline game.
 15. The method of claim 13 further including: responsive toobtaining further biometric characteristic information, determiningadditional mood profiles of the users indicating a change in thetransient emotional state of the users, including, responsive toobtaining second biometric characteristic information from the firstclient computing platform, determining a second mood profile for thefirst user indicating a change in the emotional state of the first user.16. The method of claim 13 further including: maintaining a database ofdetermined correlations of biometric characteristic information to moodprofiles for the users.
 17. The method of claim 16 wherein maintainingcorrelations of biometric characteristic information to mood profilescomprises receiving user input of the correlations of biometriccharacteristic information to mood profiles.
 18. The method of claim 13wherein game content includes the difficulty of defeating enemies in theonline game, such that the first set of game content comprises adecreased difficulty of defeating an enemy in the online game.
 19. Themethod of claim 13 wherein game content includes game hints presented tothe users of the online game, such that the first set of game contentcomprises a game hint for presentation to the first user of the onlinegame.
 20. The method of claim 13 wherein the virtual items includemystery boxes.
 21. The method of claim 13 wherein game content includesin-game incentive offers for the users of the online game, such that thefirst set of game content comprises an in-game incentive offer for thefirst user of the online game.
 22. The method of claim 13 wherein gamecontent includes notifications for sending to the users of the onlinegame, such that the first set of game content comprises a notificationfor sending to the first user of the online game.
 23. The method ofclaim 22 wherein notifications include in-game notifications.
 24. Themethod of claim 13 wherein obtaining biometric characteristicinformation comprises obtaining one or more of a facial scan, a retinascan, a blood oxygen saturation measurement, or a skin moisturemeasurement of the individual users at the client computing platforms.